Commando Archive

Thread: The XP nerf and its affect on grinding Commandos

StarNick
Wed Aug 17, 2005 2:49 pm
#1

I agree. This might be a decent shot at getting some feedback if we might get some specials, because the only reason why all our weapons are tied to skillboxes was precisely because we *didn't* have specials to call our own and we didn't want some newb master carbineer tote a rocket launcher and be better than a commando could possibly be without the same skills, since that would be as if you don't have to be a commando to "be a commando"...

We're not an equal playing field because of our "utility", but it has been shown that we're in fact below that playing field...maybe its time to even the odds...

Message Edited by StarNick on 08-17-2005 05:50 PM



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

VitoGenovese
Wed Aug 17, 2005 3:57 pm
#2

Nick would you mind passing along in the Correspondent forums that we are extremely displeased with the XP changes? For the second time in as many years, I am evaluating the fun/PITA ratio of this game and its not looking good for SWG. It appears that they are determined to drive everyone away from my point of view. Grinding through mountains of mobs has never ever made me feel like a smuggler, commando, or any of the other professions I have mastered. Grinding through TEN TIMES more will just make me want to pursue other forms of amusement.



______________________
Adapt! Or be Darwined.
I don't believe in the Force anymore, but I do believe in Karma.
RankorCity
Wed Aug 17, 2005 6:58 pm
#3






StarNick wrote:
I agree. This might be a decent shot at getting some feedback if we might get some specials, because the only reason why all our weapons are tied to skillboxes was precisely because we *didn't* have specials to call our own and we didn't want some newb master carbineer tote a rocket launcher and be better than a commando could possibly be without the same skills, since that would be as if you don't have to be a commando to "be a commando"...

We're not an equal playing field because of our "utility", but it has been shown that we're in fact below that playing field...maybe its time to even the odds...

Message Edited by StarNick on 08-17-2005 05:50 PM





It goes deeper than specials, Nick, and this xp nerf exposed the fundamental flaws of Commando:


In order of importance, IMHO:


1) Weapons - our weapons, even including our "built in" states, do not compare to other professions weapons in terms of damage, speed, and most glaringly SAC


2) Specials - because we have NO damage specific attacks OTHER than what is available from novice marksman / ranged IV, we rely on our weapons to provide our specials for us (AoE, KD, etc). We do not get a damage boost from our weapons, EVEN IF AoE WORKED.



This xp nerf / readjustmenthas madeCommando the single hardest profession in game to grind except for Jedi.


Where is the pay off for that? Where is the risk / reward?





Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
StarNick
Wed Aug 17, 2005 9:24 pm
#4

Exactly my point, what you just said is that utility that "should" and "suppoused" to put us in a damage dealing position or make us equilvent through a unique manner. Instead it overcomplicates a profession that is suppoused to be fairly straightforward (ie We blow the crap out of things). Specials *would* be a step in the right direction, not merely the only step...

Its almost like this new xp system, from as far as I can gather it doesn't seem to even be fully working and the old method was just plainly simplier. In my own opinion, I think what came with Publish 22 has overcomplicated how we gain XP in the game. And I will bring this up on the Corr forums later today (well tomarrow, but its past 12 am now ) with this impact on our profession.

Message Edited by StarNick on 08-18-2005 12:25 AM



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

RankorCity
Thu Aug 18, 2005 12:28 am
#5


As if our AoE made us undesirable in groups preP22, the XP nerf that is in game now just made it significantly more difficult for a Commando to advance, postP22.


Read on...


During normal grinding, other professions have higher damage weapons, less SAC penalty, and not to mention much more varied attacks as they progress. They do not have to worry about AoE/being an agro magnet.


This xp nerf is further compounded when a single mastery is already obtained, and one is looking to another profession to augment their desired "main" prof.



For example...


Master Pistoleer, CL54, wishing to go Master Rifleman, can pick up an 850-1100 damage ALR, with about 90-100 SAC and solo grind at a reasonable rate. This Pistoleer can use his or her pistol specials AND rifle specials once they have learned. That Pistoleer can use that same ALR throughout the grind.


-Conversely-


Another Master Pistoleer, also CL54, wants to go Commando. However, that Pistoleer is relegated to using a LP because its the only Commando weapon they are cert'd for. The kicker here is that LP is in the 200-250ish damage range, with a higher SAC than that ALR the Pistoleer/Rifleman used to grind Rifles.




To recap:

Master Pistoleer grinding Rifleman can use a 850-1100 damage ALR from beginning to end

Master Pistoleer grinding Commando can use a 200-250 damage LP at the beginning, and gradually - slowly - progress to more damage capable weapons, albiet SIGNIFICANTLY less powerful than the ALR (as example), slower, and higher SAC cost....




Not good for grinding Commandos....


I'm not aware of any non skill box cert'd CL 54 weapon that Commandos can use to get heavy weapon xp, crafted or looted. However, EVERY single other combat profession can use non skill box cert'd CL54 weapons to advance.


Examples:

Pistoleer: FWG5

Carbineer: Elite Carbine

Rifle: ALR

BH: FWG5, Elite Carbine, ALR


All these weapons typically have higher max damage, lower SAC cost, and faster speed than the vast majority of CL54 Commando weapons.


This was a pretty big inbalance before the nerf, its 100 times magnified now.

Message Edited by RankorCity on 08-17-2005 02:35 PM



Anxiously awaiting the Firefly MMO
Discuss it at www.firefly-mmo.com
SigmaXIII
Thu Aug 18, 2005 5:06 am
#6

noone has been hit harder than commando, those that remain true to this profession really deserve ever bit of admiration. The way you adressed this bate it should be easy for anyone to see that there is no balance and hopefully commando will rise again.


although my commando smuggler is sure to remain gimped forever i hold hope because of people like you.



oh and /wave nick. long time no see








(_-·._.)¯._-V- Ralyias -V-·._.·´¯(._-·._)

)¯`·.__.·-·._.* Anti Smuggler/pirate hero*._-·._·._.·´¯(

~Vengeance Imperium~
StarNick
Fri Aug 19, 2005 8:47 am
#7

They're changing the xp back to how it was (albeit keeping the new display method).



--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games

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